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复杂环境下角色动画的自动化选择与合成的研究实现
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摘要
随着计算机硬件与计算机图形学算法的不断发展,计算机动画正在成为当前研究的一大热点。在该领域,角色动画是一个重要的研究方向。它在数字娱乐领域取得了巨大的成功,但还存在着很多问题尚待解决。
     角色动画是对真实世界中人物的模拟,要想让角色动画逼真,让人具有代入感,保证角色的真实感是唯一的途径。然而,角色具有多个自由度和非常复杂的肢体运动,且外形不规则,运动的风格以及脸部表情千变万化。人类对自身的运动又非常熟悉,经常能够从远处仅通过走路的姿态就识别出熟悉的人,且容易察觉其不协调的运动。因此,如何保证运动的真实感是一个重要的问题。这也是本文研究的第一个问题。
     通过运动捕获数据驱动的角色动画,由于其数据来源于真实世界中表演者的活动,所以能够保证运动的真实感。因此,本论文采用基于运动数据的方法来制作角色动画。然而该方法原理上是三维运动的简单录制和重放,无法提供对运动数据更多的交互控制。这使得该方法的数据可重用性低,难以适应交互性强的应用。
     为了解决该问题,本论文采用运动图的方法将运动捕获数据构造成运动图,并将生成目标运动的问题转换为在该图中搜索一条路径的等价问题。将运动捕获数据中的每一帧的姿势作为运动图的一个节点,再找到这些姿势中相近的姿势,为其创建运动之间的过渡,作为运动图的边。就将原始固定为线性结构的运动捕获数据重构为灵活性更好的图状结构的运动图。然而,运动图方法也有其固有的缺陷,那就是生成运动的效率与功能性受制于构成它的运动捕获数据库,令人诟病。
     为了弥补运动图的缺陷,本文采用了扩展的方法对运动图进行扩展,并采用了相应的压缩算法对运动图进行了压缩。扩展的目的是为了增加运动图的功能性,而压缩的目的是为了降低运动图的容量,提高运动图生成运动的效率。
     当前的角色动画制作技术,依赖于有经验的动画师,是一项需要大量的体力与脑力劳动的工作。提高角色动画制作效率,减少动画师的参与,能够有效降低角色动画制作的时间与制作成本。然而,由于角色动画制作自身的复杂性与不确定性,如何提高角色动画制作效率也是一个具有挑战性的问题。这是本文研究的第二个问题。
     为了解决角色动画制作效率不高的问题,本文针对角色动画常见的应用是生成满足指定环境的动画,提出了基于运动图在复杂环境中自动合成角色动画的一种方法,对提高角色动画制作效率进行了一个有意义的探索。
Along with the continuous development of the computer hardware and the computer graphics algorithm, computer animation is becoming the hottest focus of current research. In the field of computer animation, character animation is a popular research direction. It has achieved great success in the field of digital entertainment, but there are still a lot of problems need to be solved.
     Character animation is the animating of characters in really environment, ensuring the reality of characters is the only way to make human motion real and increase the immersion. However, a character has multiple degrees of freedom, and its limb movements are complex. Besides, the figure is irregular, and movement style is protean. Human are familiar with their own movements, and they can easily detect the uncoordinated movement, even a walking posture can give enough information to identify an acquaintance. So, keeping the reality of the human motion is an important problem , also the first problem we focus on in this thesis.
     Research shows that character animation methods based on motion data can ensure the reality of character, because the data come from the real world activities of the performers. So, the motion data method is used to drive the character. However, the principle of the method is a simple recording and playback of three dimensional movement, it cannot provide more interactive controlling. This makes the data cannot be reuse and difficult to adapt to the application of strong interactions.
     In order to solve the problem, the motion data is built into a motion graph, so target motion generating is changed into graph search problem. This method makes every frame of motion data a node of motion graph, and create transitions between similar postures as edges of the graph. After that, linear structure of the original motion data is reconstructed as more flexibility graphic structure. However, the motion graph method has its inherent fault which the efficiency and functional of generated movements subject to its original motion capture database.
     In order to solve the defects of motion graph method, the motion graph is expanded and compressed. The purpose of expansion is increasing the function, and that of compression is reducing the capacity of the graph.
     The current character animation techniques rely on experienced animators, and is a heavy physical and mental work. Increasing the efficiency of character animation and reducing the participation of animators can effectively reduce the time and character animation production costs. However, due to its complexity and uncertainty, improving the animation production efficiency is a challenge. This is the second problem which is solved in this thesis.
     The usual application of character animation is producing animation of certain environment. In order to improve efficiency of character animation, a method to automatic synthesis character animation in complex environment is proposed.
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